Features:
- Ten schools of magic with a unique strengths and weaknesses.
- Intuition
- Air
- Earth
- Fire
- Water
- Ether
- Blood
- Spirit
- Elemental Shards changed to colorless Mana Shards- now each shard is equally valuable!
New Spells:
+Intuition: Spells common to all individuals with the ability to channel mana.
-(1)Mana Burn- target unit takes [6 + (Int/12) + (Cha/12)]
-(1)Vigor- target unit gets +1 combat speed
-(2)Invest Power- target champion can channel spells
-(2)Invest Weapon- target unit gets +5 to attack
-(3)Greater Vigor- army gets +1 combat speed
-(4)Spell Immunity
+Air: Good Damage (Random or Continuous) / Intel ; Limited Utility
-(1)Wind Sense- fog of war revealed for a 8 radius around the caster
-(1)Becalm- Stills the air around a ship in your territory for two seasons.
-(2)Deny Breath- Removes the air from the target's lungs, damaging them for (Int/10) damage per turn for 10 rounds.
-(2)Gale- A strong headwind blows upon the target army, reducing their movement by 2 for 4 seasons.
-(3)Windstorm- A stiff upward wind swirls and eddies the dust on the battlefield, reducing the accuracy of enemies by 40%
-(3)Storm- Lightning strikes a random enemy unit, dealing [2 + (Int/2)] damage.
-(4)Tornado- randomly disperses an army across several tiles
-(4)Greater Wind Sense- FoW revealed for 16 tiles around the caster
-(5)Sirocco- A hot wind from the south blows upon your enemies, damaging them for [2+(Int/12)] for 6 rounds.
+Earth: Good Utility / Buffs ; Poor Damage
-(1)Bloom of Life- The farmlands of the enchanted city grow verdant and forgiving, providing increased yields of 3 food.
-(1)Raise Land- water into land and land into hill
-(1)Lower Land- mountain into hill, hill into land
-(2)Revive Land- tile becomes grassland
-(2)Desecrate Land- tile becomes forsaken
-(2)Shifting Terrain- Causes the terrain to shift constantly, disorienting enemies travelling through your territory for two seasons.
-(3)Flintskin-Target unit's defense raised by (Int/4).
-(3)Strength of Stone- Target unit's strength raised by (Int/4).
-(3)Clay to Gold- Convert 20 materials into 80 gildar.
-(3)Heat Armor- target takes damage equal to their defense for 4 rounds.
-(4)Destroy Land- lower land to water
-(4)Create Mountain- raise land into a mountain
-(5)Earthquake- destroys random improvements and resets the training and build queues of nearby cities
+Fire: Excellent Damage that scales with Group Size ; Poor Utility
-(1)Burning Hands- Flames erupt from your hands, damaging target unit for [10 + (Int/2)].
-(1)Flare- A fiery dart strikes any distant target enemy for [4+(Int/3)] damage.
-(2)Fire Ball- A fireball is conjured and target group takes (Int/4) damage <s>
-(3)Fever Delirium- target units defense is moved to attack for battle
-(4)Fire Storm- Area with radius 1 takes [4 + (Int/2)] damage <s>
-(3)Inferno- Target tile is on fire for 10 turns, walking through tile causes 20 damage to each unit.
-(4)Pillar of Flame- This raging column of flame damages an enemy army [4 + (Int/2)]
-(5)Volcano
+Water: Unsurpassed Damage in limited areas of the world / Good Utility / Only elemental school with healing ; Doesn't excel in any one area
-(1)Erosion- erode Cliffside into beach
-(1)Chill Blood- 25% chance per turn to lose next turn
-(2)Cleansing Waters- target healed by 2hp per turn.
-(2)Nurturing Rains- settlement gets +2 food <m:2>
-(2)Raise Swells- target ship in your territory loses moves for a turn and takes 3 damage
-(2)Greater Erosion- lower land to water
-(3)Part Waters- creates a beach from water tiles
-(3)Blizzard- [4+(Int/3)] damage to units in a 2 tile radius
-(3)Bloodrime-Target enemy unit has a 75% chance to freeze and takes (Int/10) for 6 turns
-(4)Treacherous Mud- Target army in ZoC reduced to 1 move for 3 seasons
-(5)Monsoon Rains- enemy combat speed is halved for 6 turns
-(5)Tsunami- All units within one square of target beach are swept out to sea and drowned.
+Ether: Access to summons / Good Buffs ; Damage only in late-game / Cha requirements
-(1)Bend Light- target unit gets +15% to dodge
-(1)Summon Imp
-(2)Blinding Light- target unit gets -50% to accuracy for 6 rounds
-(3)Cloak of Shadows- target gets +50% to dodge rating
-(3)Shroud of Twilight- All units escape the battlefield
-(3)Infernal Binding- summons a greater demon
-(4)Dance of Shadows- target unit does not provoke counterattacks
-(4)Blotted Sun- Target army is immobilized for a season
-(3)Extraplanar Labor- reduces the build time in the target city by 25%
-(4)Radiant Visage- all enemy units get -50% to accuracy
-(5)Searing Light- All units within 2 tiles of caster take (Cha/2) damage.
+Blood: Second only to Fire in damage / access to strong healing ; Increased research time and mana cost
-(2)Slow Mend- Heals 2hp per turn.
-(2)Wither- Reduces attack of target by 5% per turn for 15 turns.
-(3)Let Blood- Take 30% damage to gain mana
-(3)Blood Wound- Causes massive damage to a single enemy
-(3)Fervent Research- bonus to arcane research per turn
-(4)Mend Flesh- Heals target unit by [2+(Int/2)].
-(4)Blood Theft- Sacrifice friendly unit to gain mana
-(5)Contagion- all enemies take damage per turn
-(5)Greater Blood Wound- target takes caster's Int in damage
-(6)Mass Sacrifice- target city you control loses 100 citizens and provides 50 mana (or .5 mana per citizen)
+Spirit: Hard to describe, but is quite a bit of fun to play ; Cha requirements
-(1)Blink- teleport unit to an empty tile in tactical combat
-(1)Hex- target gets 20% penalty to accuracy for 20 rounds
-(2)Deny Sleep- Increases movement by 50% for 2 seasons
-(2)Visage of Awe- Caster's charisma is increased by 50%
-(2)Descent unto Madness- target unit receives (Cha/10) damage to Int and Cha for 20 rounds.
-(3)Whispers of the Dead- increases tech research
-(3)Torment- Movement reduced to 1, takes constant damage
-(3)Death Ward- imbued hero will be saved if they fall in battle
-(4)Dominate- (2*Cha) Chance to dominate take control of the target unit.
-(4)Inspiration- automatically completes training the unit in target settlements queue
-(4)Ritual of Calling- all the players units that aren’t in cities are teleported to the selected tile
-(5)Waking Nightmares:- All enemies on the battlefield find their minds flooded with nightmare images, reducing their movement to 1 and dealing (Cha/12) damage per turn.
-(5)Spirit Walk- teleport to any tile in your territory.
-(5)Patron Guardian- Summons a guardian unit bound to a city
Installation Instructions:
This mod has been discontinued until further notice.
Special Thanks:
- kenata: for help with the shards-spawn-under-the-hood problem
- Heavenfall: for always being the first to help out a aspiring modder and allowing me to use some of his models
- impinc: for a few helpful conversations
- Aeon: for quite a few good ideas
- Wynniham: for a couple ideas and general food for thought.
- Last but not least, a special special thanks to the Stardock Team. Keep up the good work!